breakout: normandy [Updated April 2006]

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Andrew Cummins, UK

2005 Champion

2nd: Nels Thompson, NY

3rd: Mike Rinella, NY

4th: Scott Fenn, MD

5th: Mark Gutfreund, KY

6th: Jim Doughan, PA
Event History
1994    Jim Doughan      50
1995    Bill Edwards      48
1996    Hank Burkhalter      54
1997    Jim Doughan      53
1998    Don Greenwood      52
1999    Michael Rinella     48
2000    Phil Barcafer     32
2001    Jim Doughan     34
2002    Alan Applebaum     26
2003    Jim Eliason     28
2004     Nels Thompson     33
2005    Andrew Cummins     27

AREA Ratings:

GM: Ken Nied

Lucky XIII

Join us for the 13th Anniversary of this "Beach Party".

Of course we would have liked to get Caen on the first day and I was never happy about the left flank until we had got Caen. ...If I had attacked Caen in early June I might have wrecked the whole plan.
- Field Marshall Bernard Montgomery

If I were doing the invasion, I should be at the Rhine in fourteen days.
- Field Marshall Erwin Rommel

GM: Ken Nied
Assistant GMs: Bryan Thompson, Andrew Cummins

Recommended Web Site: Phil Smith's excellent Breakout: Normandy site features replays, strategy articles, FAQs, and more.

Tournament Rules
The standard one-week game of Breakout: Normandy. No optional rules will be used. Rules 12.53 and 22.4 are modified as listed immediately below,

Reserves: Rule 12.53 is modified as follows. - The maximum daily impulse purchase limit of three per player is removed. There is no limit to the number of daily impulses either player may purchase, given sufficient Supply Reserve. However, the Impulse Marker may never be moved below Impulse C or above Impulse 12.

Victory Points: 9.6 VPs or higher are required for an Allied win. Rule 22.4 is modified to award a Victory Point to the Allies for contesting areas worth 6 VPs, not 7. Claiming that VP does not prevent the Allied player from also fulfilling the ".6" portion of the VC by contesting more areas worth an additional 6 VPs.

Class: Class A format for experienced players only. Many veteran players are willing to offer playing tips and pointers to less experienced players during the tournament, but you should not expect this or plan on it in more than a casual way.

Format: Swiss Elimination. Four rounds of Swiss competition with four players advancing to Single-elimination semi-finals. You may play in as many or as few of the Swiss rounds as you want, though the fewer rounds you play in the lower your chances of advancing. Each round will last 4.5 hours with a 30 minute break between Rounds.

Conduct: The GM reserves the right to penalize poor sportsmanship or other obnoxious behavior by expulsion from the tournament. On the other hand, non-violent, non-disruptive complaining about bad luck is a tournament tradition.

Spectators: Spectators are welcome, and encouraged, subject to the following rules:
Either player may ask any or all spectators (other than the GM or assistant GMs) to leave for any reason or no reason. This is a serious competition in which the players are to be judged solely on their own abilities (and luck). Accordingly, NO SPECTATOR MAY GIVE ADVICE OF ANY KIND TO PLAYERS REGARDING THE GAME IN PROGRESS, INCLUDING COMMENTS REGARDING THE LEGALITY OR ILLEGALITY OF MOVES. ANY PLAYER FOUND TO BE SOLICITING OR VOLUNTARILY ACCEPTING ADVICE REGARDING STRATEGY OR TACTICS MAY BE REQUIRED TO FORFEIT THE GAME IN PROGRESS AND MAY BE EXPELLED FROM THE TOURNAMENT. ANY SPECTATOR FOUND GIVING ADVICE MAY BE BARRED FROM EITHER OBSERVING OR PLAYING IN THE TOURNAMENT. Spectators may, however, advise the players as to the previous position and other factual matters if asked by both players. Rules questions should be referred to the GM or an assistant GM, not to spectators.

Playing Officials: Prior to the start of the tournament, two Assistant GMs will be named to assist the GM. Assistant GMs may participate in the tournament as active players and are eligible to play in all rounds and compete for awards and prizes just as any other player. The GM and Assistant GMs will not be allowed to issue rulings on questions or rule interpretations for matches in which they are personally involved.

Player Record Sheet: Each player will be given an individual Player Record Sheet at the start of each round. It is the player's responsibility to fill out the Record Sheet accurately and completely and turn it in to the GM at the end of the round. Failure to do so may negatively affect future pairings and/or advancement to the semi-finals. If mistakes are found on the Record Sheet and tournament play has advanced beyond the point where those mistakes can conveniently be corrected, the player will have to live with the mistake. No one wants that to happen. Please make sure that your Record Sheet is accurate and turned in on time.

AREA: All games will be AREA rated and the GM will submit all game results for AREA ratings. This will include withdrawals, concessions, and adjudications. No chits need be exchanged. In addition, AREA ratings will be used to determine the average strength of schedule for tiebreaker purposes.

Withdrawal: Should you wish to withdraw from the tournament, or any given round, at any time, for any reason, please contact the GM as soon as possible. Notify him of your intentions and turn in your individual Player Record Sheet.

Late Entry: Registration and entry to this event will remain open. Players arriving late for the start of any given round may have to forego playing in that round.

Matching: First round will be by random draw, possibly by matching within comparable AREA ratings brackets. Matching will then be by similar records with the exception that you won't be matched against a player you've already played, though the latter may be unavoidable in the Semifinal or Final rounds.

Byes: The GM intends to play as an Eliminator if an odd number of players show up for any round. This should eliminate the need for byes.

Side Determination: Choice of sides for each match will be determined by player preference. If either player requests, preference choices may be made secretly, then simultaneously revealed (both players pick a playing piece of each side, choose one side, then reveal their chosen side at the same time). If the players both prefer the same side, they will bid extra Supply Points to offer their opponent in exchange for accepting the non-preferred side according to the procedure below.

Bidding Procedure (Auction Format):
All bid increments must be in whole numbers; no fractional bids are allowed.
Each player rolls one die. The player rolling higher bids first. Re-roll ties.
The First Player may bid zero or any amount greater than zero.
The Second Player must either accept the First Player's bid or increase it.
Players alternate this procedure until one player accepts the bid.
The player accepting the bid plays the non-preferred side and the extra Supply Points he receives from the bid are immediately recorded on the Supply Point Track.
The Supply Points from the bid can be used only to purchase extra impulses per 12.53; they may not be used to refit on-map units.

Tiebreakers for advancement to the semi-finals
1. Number of wins rather than winning percentage. This means a 3-1 player advances over a 1-0 player.
2. As much as possible, head-to-head results as the next criterion. This will be applied as the first choice for all the following tiebreakers, too. See below for examples.
3. Average winning percentage by all of the opponents you have played. Thus a 3-1 player whose opponents went .600 will advance over 3-1's whose opposition scored .500 and .400. This gives preference over a 3-1 player whose opponents were all 0-1.
4. Total AREA ratings by all of the opponents you have played.
5. Random selection. Coin flips or die rolls.
If a player finishing in the top four preliminary ranking does not participate in the semi-finals, that player will be replaced by a lower ranking player. Players so replaced will not be awarded plaques regardless of their tournament record.

Tiebreaker Example 1:
Suppose the choice for semi-finalists comes down to these candidates. The numbers represent record, opponents' winning percentage, and opponents' AREA ratings.
A. 4-0
B. 4-0
C. 4-0
D. 3-1, .636, 5050
E. 3-1, .500, 5275
F. 3-1, .456, 4975
A, B, and C obviously advance. If F has beaten both D and E, he would advance even though both of his next tiebreaker scores are inferior to the other two.

Tiebreaker Example 2:
Keeping the same data as in Example 1, suppose head-to-head competition is not relevant or determinable for D, E, and F. Player D would advance to the fourth spot based on opponents' percentage.

Tiebreaker Example 3:
Continuing with Example 2, further suppose that D and E both have opponents' percentages of .500. Player F would be eliminated because his opponents' percentage is inferior to the other two. If D and E had played each other, whoever won that contest would advance. If not, then E would advance based on opponents' AREA record.

Semi-Final Pairings: Rankings will be established according to the Tiebreaker procedures detailed above. Player 1 will play Player 4, and Player 2 will play Player 3. Exception: If Players 1 and 4 have already played, it will be 1 vs. 3 and 2 vs. 4. If Player 1 has played both 3 and 4, but not 2, it will be 1 vs. 2 and 3 vs. 4. Player 1 will be the sole determinant in this procedure.

The Final: The two winners of the semi-final matches advance to the Final Match. The winner of the Final Match is the tournament winner with the loser taking Second Place.

Third and Fourth Place: The other semi-finalists will be awarded Third and Fourth place. If both of the losing semi-finalists agree, they may play a sixth round to determine the Third Place winner. If not, then Third Place will be determined by the Semi-final Tiebreakers listed above.

Additional Places: Any additional places will be determined by the same Semi-final Tiebreakers listed above.

Time Limit: All games must be concluded ten minutes before the scheduled start of the next round to allow for recording of results and seeding for the next round. Any match not completed within the scheduled time limit will be adjudicated. No one likes adjudications, neither the players nor the GMs. Please make every effort to complete your rounds within the scheduled time limit. If you feel your opponent is playing at a pace that will not allow completion of the match, contact the GM immediately. The GM reserves the right to disqualify a player for deliberate slow play.

Adjudication Procedure: Before adjudication, the players will be asked their honest opinion of who has won (or would win) the game. If they cannot agree between themselves, the match will be adjudicated. A panel consisting of the GM and two assistant GMs will adjudicate all unfinished games. The panel will take into account their perceptions of the relative speed of the two players when adjudicating. Their deliberation will be secret, and their decision will be final. The GM and Assistant GMs are not permitted to adjudicate their own matches. If the match involves the GM or an Assistant GM, the GM will appoint another member to fill out the panel. The panel may adjudicate the game as a tie. A tie will be considered a half-win and a half-loss for seeding purposes and for qualifying for the semi-finals.

Mistakes and Illegal Moves: If both players agree, they can back play up to the point of error and resume play. Otherwise, these will be handled per 8.13. Exception: overstacked areas. If an area is discovered to be overstacked, the situation must be immediately corrected by the following method. The opposing player designates units to be retreated from the overstacked area until stacking limitations are satisfied. The owning player then retreats the designated units from the area according to the retreat priorities listed in 9.64. The implications should be clear: to prevent his most powerful units being retreated from an area, the owning player must make certain that he does not exceed stacking limits. (Example: The Allied player is discovered to have twelve units in St. Mere Eglise on June 9. The German player designates 4/8 infantry and VII corps artillery as the units to be retreated. The Allied player then retreats the two units to Utah Beach.) The GM reserves the right to disqualify a player for deliberate or repeated illegal moves.

End of Your Turn: You should make it clear to your opponent when your turn has ended. Once your opponent has moved one of his units, or a die has been rolled, you may not move or change anything more. If using a clock, your turn has ended when you start your opponent's clock (and not before).

Setup: All units must be set up before the play of any game commences. Players are responsible for the set up of their own units. If an error is found to have occurred after the start of play, players should make every attempt to place the unit where it should have been.

Dice Rolling: To avoid disputes, and speed play the following dice rolling rules are in effect.
All die rolls should be made into a box lid, glass, dice tower, or similar device. This speeds play, prevents dice from disturbing the playing board, and reduces the incidence of cocked dice.
For combat dice rolls the attacking player rolls all four dice at the same time. This greatly speeds play and avoids one player's dice disturbing the other player's dice after they have settled.
For interdiction die rolls the interdicting (non-moving) player should roll. For bridge repair and air supply rolls, the moving player should roll. This avoids any dispute over who should roll.
In the event that any dice in a combat roll are either out of bounds or cocked, all four dice are to be re-rolled. This prevents any newly rolled dice from disturbing already settled dice.
Players are encouraged to yell "Boxcars" when they roll a twelve. If double boxcars are rolled for an Air Bombardment, this is known as "a Greenwood" and is usually accompanied by much whining.

FAQ and Errata: The following FAQ and Errata from Avalon Hill will be in effect:
- Can units move/regroup off the beaches to a Beach Approach Box? A. No.
- If both players have a choice of placement for reinforcements, who has to commit himself first? A. The German player.
- If the Allies vacate Merville or St. Mere Eglise in the Regroup Phase, leaving it uncontested and in German control, what happens to the reinforcing Airborne unit dropped there on the 7th? A. Since it would have to assault without benefit of an impulse, it is not allowed. The reinforcement would have to go to the Offshore Box instead and could land only over the beaches and only on or after the 8th.
- Does the Daylight Phase end immediately after a failed Sunset DR, or may the Allied player finish that impulse first? A. The latter. The Allied player could even declare a Double Impulse after seeing that the Sunset DR will end the day at the end of the current impulse.
- If an Assault dice roll which otherwise would end the current day kills enough units to earn daylight drms sufficient to alter that nightfall point to a number higher than the assault dice roll, does the day end? A. Yes
- Errata The last sentence should read: "Any isolated German unit at the end of the German Refit Phase must make a Surrender dr (12.8).
- If two adjacent areas both contain ten friendly units, can any of the units switch places during the Regroup Phase? May two Corps Artillery units in adjacent Areas switch places during the Regroup Phase? A. No, No.
- Can the non-assaulting units in an Area which has just been cleared (but not overrun) by other units which started in that Area, seize bridges as though the Area were initially free even though the attacking units which failed to achieve an Overrun cannot? A. Yes, but only after paying the required one or two MFs spent by the attacking units.
Errata: The first sentence should read: "Non-Armor units starting their impulse in a Contested Area may only move into a Free Area and must end their movement there."
- If the German declares a Double Impulse, would a unit moving through an Area containing fresh FLAK get the benefit of the FLAK screen even if the FLAK are in the second active area and will move later in that combined impulse? A. Yes. The answer really has nothing to do with the fact that it is a Double Impulse. Even in a normal impulse, a unit could move out of its starting Area and then back into it and derive protection from a fresh FLAK unit in that Area which will also move in that impulse. The unit is fresh until it actually moves. Therefore, it can protect other units moving out of its Area until such time as it actually moves.
- There aren't enough bridge markers! What are the bridgeless river markers used for? A. There are if you remove Allied bridge markers between Allied controlled Areas where they become unnecessary as instructed by the rules. People who run out of bridge markers are usually ignoring either this rule or the restriction against blowing bridges with no enemy in an adjacent Area. The river markers without bridges are used to mark successful Allied river crossings of boundaries without a bridge so that if they cross that boundary again they need not make a Mandatory Assault.
- If a German-owned bridge is seized, then destroyed by the Allies, is the river crossed by that bridge Allied-controlled (so that German units crossing it into a Contested Area must make a Mandatory Assault? A. Yes. It should be marked with a I-River marker.
- Can an artillery unit support a subsequent attack following an overrun if it could not support the Overrun attack because it was not in or adjacent to the Area Overrun? A. Yes. An artillery unit can join in to support overruning units anytime. They do not have to be part of the initial attack force.
8.53 Can an artillery unit supporting an assault into bocage continue to support other asssaults by units elsewhere during the same impulse? A. No. Since Overruns cannot occur in bocage, any artillery that supports an assault into bocage cannot support other assaults later in the same Impulse.
- Can units in an Active Contested Area exit that Area before any Assault in that Area is resolved so as to avoid the 1 or 2 MF penalty for leaving the Area after it has been assaulted? A. Yes. However, in doing so, they forfeit any possibility of avoiding the "Exit of Enemy-Occupied Area" restrictions should the subsequent Assault eliminate all defenders in the active Area.
- Should individual brigades like the British 56th Infantry or the Canadian 2nd Armored Brigade be considered part of a division for Divisional Integrity or the ability to call in Divisional Artillery Support? A. No.
- If a Wehrmacht artillery unit supports an Assault by SS units, but no other Wehrmacht units participate, is one subtracted from the German AV? If SS and Wehrmacht artillery combine in a bombardment, is one subtracted from the German AV? A. Yes. Yes.
- Does retreat after an Optional Assault reduce attacker losses? May the attacker voluntarily retreat if he wins? A. No. All assaulting units in a failed assault become D1. No.
- If the defender opts to take a voluntary retreat from an assault in which no CPs were inflicted on the defender, must the first unit to retreat be the primary defender? A. No. Since the primary defender had to pay no CP losses it would be under no obligation to be the first unit to retreat in a voluntary retreat.
- Since it takes all MF to cross an unbridged river, can an infantry unit whose only retreat route is across a friendly, unbridged river and into a fully stacked Area continue to retreat further? A. Yes. Retreats are not restricted by MF.
- When an area becomes fully stacked, must units continue to retreat through it rather than into an adjacent area which happens to be adjacent to more enemy controlled areas? A. No
- Assume five units land, move through a Controlled Beach Area, and then lose a Mandatory Assault into an enemy-controlled Area. If the Beach Area can accept only two more units before becoming fully stacked, what happens to the other three? A. They would be eliminated, unless there is another Allied-controlled or contested Area which they can retreat directly into.
- Can a bombardment target a D2 unit? A. Yes. The bombardment will do no damage to the D2 unit, but any APs inflicted will "slide off" and must be applied to other units in the area that are not yet D2. The defender would choose which additional unit(s) are affected so long as the APs inflicted are fully used. This, by the way, is not just an ad hoc ruling, but was fully the intent of the design. The shielding of artillery from bombardments was never meant to be absolute .... it's shielding was limited to being selected as the primary target only to simulate the difficulty of finding such hidden targets. When affected by additional APs sliding off the primary target it is assumed to have been hit by counter battery fire as a result of evoking a reaction to the main bombardment.
- Does a Spent Coastal Artillery unit absorb one or two APs? A. Two.
- Can the Sunset DRM change by more than three during a Double Impulse? A. No.
- Is a Double Impulse one or two impulses? If an Area is attacked in the first impulse of a Double Impulse, can it be entered in the second impulse of that Double Impulse? A. One. No.
May a player bombard an area, then use the Advantage to assault the same area with units which began the impulse in that area? A. Yes
11.4 ­ May a player see the results of his first assault in an Impulse before declaring a Double Impulse to combine forces from the first Area with those from a different Area to assault a single Area? For example, may the Allied player wait to see how an assault against Sword Beach turns out before declaring a Double Impulse to activate Juno Beach and assault Caen with the forces from both Sword and Juno? Yes. The Area where the first assault occurred may not be assaulted again by the combined force though.
- If a player uses the Advantage to declare a Double Impulse, can he still use the Advantage to force a re-roll during that Double Impulse? A. No. He loses the Advantage immediately when it is used in the sense that he cannot use it again, but the opponent gains it only at the end of the impulse - or in this case - the Double Impulse.
This rule says that a supply line consists of a chain of friendly areas, whether or not contested. Can a German depot be placed in an Area to which there is a supply line even if that supply line contains friendly contested Areas? A. No. The rule prohibiting the Allies from tracing a supply line from a beach to the depot through contested Areas applies to the Germans as well.
- If the Germans regain control of a Beach which is subsequently Contested (but not yet Controlled) by the Allies, can the Allies use a Depot in that Beach to supply units in that Beach Area? A. No
- What happens when a British beach is controlled by the Americans, or vice versa? A. The depot could not be placed in or traced to that beach, but the supplies could still be banked for use in buying an impulse. If a beach is German controlled and uncontested anytime after June 6th can it be amphibiously assulted again? A. No. Can it be Amphibiously assaulted in a subsequent impulse of June 6th? A. Yes. What happens to the supply of a beach which is German controlled and uncontested? A. It ceases to exist until the day after that beach is again controlled by the Allies.
- Can more than one Air Supply die roll be pre-designated to the same unit to increase the chance of a refit? A. No.
- Can US units regroup into British-controlled Areas and vice versa? Can units regroup from a Contested Area? A. Yes. Yes.
- Can units be regrouped from a free zone to an adjacent contested zone? From a free area to an adjacent contested zone? A. No. No
- If all Allied units on a beach become D1 after an unsuccessful amphibious assault, but any become Spent during the Refit Phase, is the beach fortification destroyed? A. Yes.
- Do reinforcements scheduled to arrive in a zone still do so if it is contested? A. Yes
- Can 1/919 retreat off Utah if the attacker is stopped by interdiction so no assault roll is made? A. No. 19.4 defines a spent or disrupted unit as incapable of attack so no assault has occurred and the defender cannot therefore take a voluntary retreat.
- "If the [interdiction dr] is equal to the interdiction value, the unit becomes Spent in the beach area...." However, if all the other units making a mandatory assault in that impulse lose the assault - or there are no uninterdicted units left to even make the assault, all landing units are D1 - not spent.
19.4 If there is no applicable coastal interdiction, can allied units be sent ashore without first pre-designating all units that will land during that Impulse such that the allied player can see the outcome of a landing unit's move before deciding whether to land another unit? A. yes - provided the beach hex is not enemy-occupied.
Does a bridge controlled by a side contesting - but not controlling - the area on one side of that bridge lose control of that bridge automatically if it loses control of the other side of the bridge?
No - contrary to 20.1 - which should refer to both Areas becoming Free rather than just "friendly controlled".
20.21 - If a side tries to repair a bridge that already has an opposing +1 Construct marker on it, do they get the benefit of the existing Construct marker's drm on their repair attempt? A. No. Assuming their attempt failed, both sides would have a +1 Construct marker on the bridge site.
- If an amphibious assaulting unit becomes "D1" due to Coastal Artillery Interdiction, does it become "D2" if the Amphibious Assault fails? A. No.
& Setup Card: Can Field Artillery units land in an Optional Assault on a contested beach once the fortification has been destroyed? A. Yes
- If the only Supply Source for a Victory Point Area is a contested beach, do the Allies get credit for that Victory Point Area? A. No. Supply and supply lines can be traced through a contested Area to the source, but a Contested Beach cannot supply anything outside its own Area. Similarly, supply cannot be traced from a British-controlled Area to a U.S. beach for Victory Point purposes.
22.4 Victory Points: 9.6 VPs or higher are required for an Allied win. Rule 22.4 is modified to award a Victory Point to the Allies for contesting areas worth 7 VPs. Claiming that VP does not prevent the Allied player from also fulfilling the ".6" portion of the VC by contesting more areas worth an additional 6 VPs.
If the Storm has already occurred before June 19th, what is the scheduled weather on June 19th? A. Overcast.
What does the "2" mean on the back of the Allied Supply markers? A. The Storm value of Allied Beach depots as described in 24.6.

 GM      Ken Nied  [4th Year]  14924 W. 124th Terrace, Olathe, KS 66062   NA

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